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- D O C U M E N T A T I O N
- to the ShareWare - Game 'The J.A.R.'
- -----------------------------------------------------------------------
-
-
- Copyright-Information:
-
- The game 'The J.A.R.' and all files of this game,like graphic datas, are
- Copyright (c) 1988/1989 by Andreas Ehrentraut. All rights are reserved.
-
- Permission is granted to distribute the game and data, provided the fol-
- lowing conditions are met:
-
- 1. All files of the game must be redistributed without changes, incl.
- this documentation file.
-
- 2. The distributor may charge a fee to recover distribution costs,
- but is not allowed to derive any profit from it. The concrete price
- for a copy including the disk ought to be less than 6$.
-
- Anyway, anybody who gets pleasure from this game ought to send me a con-
- tribution as he pleases:
-
- Andreas Ehrentraut
- Ku'markt 9
- 2848 Vechta
- (Western Germany)
-
-
- How to install the game:
-
- It is necessary to install the game on another disk for it takes a lot
- of memory. Then it is also able to work on 512KB - Amigas with a single
- drive. To install,
-
- 1. FORMAT an empty disk (e.g. using the workbench),
- 2. enable it to boot from using the INSTALL command (if you have a
- single drive, copy the command into the RAM, change disks, then
- type 'ram:install df0:'),
- 3. COPY all files from the directory to the empty disk,
- 4. create an S-directory on the startup-disk (MAKEDIR s),
- 5. RENAME startup-sequence as s/startup-sequence.
-
- Then, switch off all external drives of an 512 KB - Amiga and boot the
- game.
-
-
-
- About the program:
-
- This program may be copied and spreaded, provided that no commercial use
- of it is made. For I put a lot of hard work in the game (about one year
- of hard work), I'd like you to contribute me something like 5$ or what-
- ever it is worth to you. If you add 5$ more for disk and postage and
- give me your address, I will send you not only the latest version of the
- program with source code, but also an Scene-Editor which enables you to
- create new scenes for the game, so that you can take up new challenges
- again and again. It will make the game a real 'Jump-And-Run Construction
- Set'.
-
- From the source code of the game, which is sized ca. 150 KB and consists
- of @97% C, @3% Assembler code, an @ 90 KB - executable is compiled by an
- Aztec C-Compiler, which still contains no graphic data.
- This version of the game lacks sound-effects especially for memory-space
- reasons; the need of memory is about 440 KB.
-
- By the three-dimensional graphic it occurs that objects in the perspec-
- tivical background are hidden by those in the foreground of the graphic.
- Hence, it became necessary to write special Hidden-Area routines which
- recalculate the shapes of objects every move they make from the heights
- of the front walls and the shapes of the front objects. Blitter-aided,
- the Amiga is able to do this in little time, but most games shied away
- from the inconveniences of programming involved in it so far. So I made
- the seemingly impossible possible and brought to you the first ever
- Jump'n'Run making use of real 3d-graphic in larger scale.
-
-
- How to play the game:
-
- After the title screen appeared and the graphic data are loaded, it is
- possible to choose the starting scene in steps of five scenes by moving
- the joystick vertically. By moving it horizontally, a one or two player
- game can be selected.
- Having pressed the fire button of the joystick (in port II), the title
- screen fades out and the game starts in the chosen scene. The player
- sprite, of a human shape, appears and can be moved by joystick in the
- corresponding directions.
- Now the players' task is to collect the blue pills lying on the walls,
- not to fall down and to avoid several monsters wandering about. After
- that, he can get into the next scene by going into the flashing exit.
- Several aids are available to support the player against the monsters:
- There are two kinds of weapons lying around, six-guns and hammers, to
- shoot them or to bash the red monsters and the green worms.
- If there is no weapon activated, the player sprite will jump when pres-
- sing the fire button. Of course, there are also ladders he can climb.
- There is one more thing to take notice of: There are boulders appearing
- in some scenes that can be pushed around and dashed on monsters. Only
- the blue ghosts will stand this.
- The difficulty of the game depends very much on the scenes created in
- the editor. It increases when no spare guns are scattered about.
- To leave the game, use the ESC-key in the title screen. Make sure that
- the disk is not write-protected because hi-scores will be saved.
-